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Add VolumeComponentArchetype to handle VolumeStack specifically #6025
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP URP SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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# Conflicts: # com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs # com.unity.render-pipelines.core/Editor/Volume/VolumeComponentProvider.cs # com.unity.render-pipelines.core/Runtime/Debugging/VolumeDebugSettings.cs # com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs # com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentTests.cs # com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs # com.unity.render-pipelines.high-definition/Runtime/Debug/HDVolumeDebugSettings.cs # com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ChannelMixer.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ChromaticAberration.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ColorAdjustments.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ColorCurves.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ColorLookup.cs # com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs # com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs # com.unity.render-pipelines.universal/Runtime/Overrides/LensDistortion.cs # com.unity.render-pipelines.universal/Runtime/Overrides/LiftGammaGain.cs # com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs # com.unity.render-pipelines.universal/Runtime/Overrides/PaniniProjection.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs # com.unity.render-pipelines.universal/Runtime/Overrides/SplitToning.cs # com.unity.render-pipelines.universal/Runtime/Overrides/Tonemapping.cs # com.unity.render-pipelines.universal/Runtime/Overrides/Vignette.cs # com.unity.render-pipelines.universal/Runtime/Overrides/WhiteBalance.cs # com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs
Purpose of this PR
This PR illustrate a pattern based on Roslyn Source Generators.
It is about testing its viability on all required platforms.
If this works, it will enable new pattern that can dramatically improve the performances issues occurring at domain reload.
Testing status
Describe what manual/automated tests were performed for this PR
Comments to reviewers
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